Sorcerer Revamp (Spell Slot Version)

by Lanavis

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Sorcerer (Revamped Redux)

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can't name the origin of their power, wile others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash their power.

Unexplained Powers

Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.

Homebrew by Lanavis


Art: Sorceress by YamaOrce

1
Sorcerer

Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Sorcery Points Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic, Sorcerous Recovery 4 4 4 2
4th +2 4 Ability Score Improvement, Sorcerous Versatility 5 5 4 3
5th +3 5 Magical Guidance 5 6 4 3 2
6th +3 6 Sorcerous Origin feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 13 4 3 3 3 2 1
13th +5 13 6 14 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin feature 6 15 4 3 3 3 2 1 1
15th +5 15 6 16 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 17 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 18 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 19 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 20 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerer Supreme 6 21 4 3 3 3 3 2 2 1 1

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of t, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose a specific arcane, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with innate magic but perhaps scarred as well?

How do you feel about the power coursing through you? Do you embrace it and master it, or revel in its unpredictable nature? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? Perhaps you feel like you've been given this power for a lofty purpose, or you might decide that the power gives you the right to do what you want, to take what you want from others. Maybe your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the entertainer background. Third, choose the mage hand, message, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and burning hands.

2

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either spell slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

Each time you gain a sorcerer level, you can learn one sorcerer spell of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charimsa is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast any sorcerer spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. All potential origins are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Origin Spells

Each origin grants you innate spells that you learn when you reach certain levels in your chosen subclass. If you have an origin spell that does not appear on the sorcerer spell list, the spell counts as a sorcerer spell for you, and they do not count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the sorcerer, warlock, or wizard spell list. Additionally, the new spell must be from one of the two schools of magic designated in your subclass's origin spells feature.

3

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Catalyst of Magic

As a reaction, you can spend 1 sorcery point to allow a creature touching you to use you as an arcane focus for spells they cast until the start of your next turn.

Imbuing Touch

As a bonus action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Sorcerous Fortitude

As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain two more at 10th and again at 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Augmented Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to change the first saving throw required for one target of the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 ft.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Esoteric Spell

When you cast a spell that deals a type of damage from the following list, you can spend 2 sorcery points to change that damage type to one of the other listed types: force, necrotic, psychic, or radiant.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration or increase the duration by 24 hours, whichever is less.

Externalized Spell

When you cast a spell that has a range of self, you can spend 1 sorcery point to make the range touch. The target of a spell affected by this Metamagic option must be willing. Except for your spell attack bonus and save DC, the target is treated as the caster for all other purposes.

4

Focused Spell

When you cast a concentration spell while currently concentrating on only one other spell, you can spend 3 sorcery points to maintain concentration on both spells until the beginning of your next turn.

At the start of each subsequent turn, you can use a bonus action to spend 2 additional sorcery points to keep concentrating on both spells until the beginning of your next turn. During this time, if you lose concentration on one spell due to damage or incapacitation, you lose concentration on both. You decide which spell you lose concentration on when you stop using this Metamagic option.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Piercing Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 2 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, or thunder.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missle and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Widened Spell

When you cast a spell with an instantaneous duration that has an area of a cone, cube, cylinder, line, or sphere,

you can spend 1 sorcery points to increase the area of that spell in one of the following ways:

  • Add 5 feet to the radius of a sphere or cylinder.
  • Add 5 feet to the length of a cone, cube, or line that is normally 15 feet long or smaller. If the original length is longer than 15 feet, add 10 feet to the area's length instead.

Sorcerous Recovery

At 3rd level, you have learned to regain some of your magical energy by channeling your inner reserves of magic. When you finish a short rest, you can choose to restore expended Sorcery Points up to half your Sorcerer level (rounded up). You can’t use this feature again until you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Versatility

Starting at 4th level and whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance

At 5th level, you can now tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerer Supreme

At 20th level, your ability to deftly manipulate the Weave of Magic is unparalleled. You gain the following benefits:

  • You regain 5 expended sorcery points whenever you finish a Short Rest.
  • You gain a Metamagic option of your choice and can apply an additional Metamagic option to spells you cast. This additional option must be different from the other Metamagic option or options already applied to the spell.
  • 1 Metamagic option of your choice now costs 1 less sorcery point (minimum of 1) to use. You can change this selection after a Long Rest.
5

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. At 1st level, a sorcerer gains the Sorcerous Origin feature. The following options are available to a sorcerer.

Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Origin Spells: Psionic Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis

Telepathic Speech

At 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must understand at least one language.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Warped Being

Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor.

Psionic Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

Starting at 6th level, You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

Beginning at 14th level,, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
6

Warping Implosion

At 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

6

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Origin Spells: Clockwork Magic

At 1st level, You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Clockwork Spells
Sorcerer Level Spells
1st Alarm, Protection from Evil and Good
3rd Aid, Lesser Restoration
5th Dispel Magic, Protection from Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Manifestations of Order
d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Restore Balance

At 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Clockwork Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Clockwork Magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

If you cast the spell using sorcery points, it requires no material components, unless they are consumed by the spell. Additionally, if the spell requires an attack roll and misses, you can reroll the attack roll, but must use the result of the second roll.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

At 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

At 18th level, You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

7

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Origin Spells: Divine Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Divine Spells Domain list. You choose the domain or one of the domains belonging to the source of your power. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Divine Spells

Divine Soul sorcerers receive their Divine Spells from one cleric domain of your choice.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. You can speak, read, and write Celestial. Additionally, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Divine Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

If you cast the spell using sorcery points, it requires no material components, unless they are consumed by the spell.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherwordly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

8

Divine Spells: Domain List

Arcana Domain
Sorcerer Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle
Death Domain
Sorcerer Level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Cloudkill
Forge Domain
Sorcerer Level Spells
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protection from Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation
Grave Domain
Sorcerer Level Spells
1st Bane, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Raise Dead
Knowledge Domain
Sorcerer Level Spells
1st Command, Identify
3rd Augury, Suggestion
5th Nondetection, Speak with Dead
7th Blight, Death Ward
9th Legend Lore, Scrying
Life Domain
Sorcerer Level Spells
1st Bless, Cure Wounds
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead
Light Domain
Sorcerer Level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying
Nature Domain
Sorcerer Level Spells
1st Animal Friendship, Speak with Animals
3rd Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th Insect Plague, Tree Stride
Order Domain
Sorcerer Level Spells
1st Command, Heroism
3rd Hold Person, Zone of Truth
5th Mass Healing Word, Slow
7th Compulsion, Locate Creature
9th Commune, Dominate Person
Peace Domain
Sorcerer Level Spells
1st Heroism, Sanctuary
3rd Aid, Warding Bond
5th Beacon Of Hope, Sending
7th Aura Of Purity, Otiluke's Resilient Sphere
9th Greater Restoration, Rary's Telepathic Bond
9

Divine Spells: Domain List Continued

Tempest Domain
Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Destructive Wave, Insect Plague
Trickery Domain
Sorcerer Level Spells
1st Charm Person, Disguise Self
3rd Mirror Image, Pass without Trace
5th Blink, Dispel Magic
7th Dimension Door, Polymorph
9th Dominate Person, Modify Memory
Twilight Domain
Sorcerer Level Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
5th Aura Of Vitality, Leomund's Tiny Hut
7th Aura Of Life, Greater Invisibility
9th Circle Of Power, Mislead
War Domain
Sorcerer Level Spells
1st Divine Favor, Shield of Faith
3rd Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster
10

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Origin Spells: Draconic Magic

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Draconic Spells
Sorcerer Level Spells
1st Cause Fear, Identify
3rd Barkskin, Dragon's Breath
5th Fireball, Lightning
7th Polymorph, Vitriolic Sphere
9th Cone of Cold, Legend Lore

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Draconic Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Draconic Magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

If you cast the spell using sorcery points, it requires no material components, unless they are consumed by the spell. Additionally, the spell's damage type changes to match your draconic ancestry if applicable. If a spell has multiple damage types, only one is changed.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.

You also gain resistance to the damage type associated with your draconic ancestry.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

At 18th level, you gain immunity to the damage of the type associated with your draconic ancestry

You also can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Origin Spells: Shadow Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Shadow Spells
Sorcerer Level Spells
1st Arms of Hadar, Cause Fear
3rd Pass Without Trace, Shadow Blade
5th Animate Dead, Summon Shadowspawn
7th Phantasmal Killer, Shadow of Moil
9th Dream, Negative Energy Flood

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. When you reach 6th level, casting it with sorcery points requires no material components.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Shadow Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Shadow Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

If you cast the spell using sorcery points, it requires no material components, unless they are consumed by the spell. Additionally, if the spell deals damage to a target of your summoned hound of ill omen, you can reroll a number of the damage die up to your Charisma modifier (minimum of 1) for the first instance of damage. You must use the new rolls.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

12

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Origin Spells: Tempestuous Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Tempestuous Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.

Tempestuous Spells
Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Skywrite
5th Call Lightning, Sleet Storm
7th Conjure Minor Elementals, Storm Sphere
9th Conjure Elemental, Control Winds

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Tempestuous Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Tempestuous Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

If you cast the spell using sorcery points, it requires no material components, unless they are consumed by the spell. Additionally, the spell's damage type changes to lightning or thunder (choose each time you cast the spell) if applicable. If a spell has multiple damage types, only one is changed.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

13

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Origin Spells: Chaos Magic

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Wild Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Chaos Spells
Sorcerer Level Spells
1st Absorb Elements, Chaos Bolt
3rd Enlarge/Reduce, Tiny Servant
5th Haste, Slow
7th Elemental Bane, Polymorph
9th Animate Objects, Circle of Power

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

A surge can happen once per turn. If a surge effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Chaos Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Chaos Magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

If you cast the spell using sorcery points, it requires no material components, unless they are consumed by the spell. Additionally, if the spell requires a saving throw, you can choose a number of creatures equal to your Charisma modifier (minimum of one creature). Each chosen creature automatically succeeds on its saving throw against the spell.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

14
Wild Magic Surge
d100
Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
09-10 You cast Magic Missile as a 5th-level spell. 33-34 Maximize the damage of the next damaging spell you cast within the next minute.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
13-14 You cast Confusion centered on yourself. 37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 39-40 You regain 2d10 hit points.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
19-20 You cast Grease centered on yourself. 43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 45-46 You cast Levitate on yourself.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
15
Wild Magic Surge (Continued)
d100
Effect d100 Effect
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
55-56 Your hair falls out but grows back within 24 hours. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 81-82 You can take one additional action immediately.
59-60 You regain your lowest-level expended spell slot. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
61-62 For the next minute, you must shout when you speak. 85-86 You cast Mirror Image.
63-64 You cast Fog Cloud centered on yourself. 87-88 You cast Fly on a random creature within 60 feet of you.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
67-68 You are frightened by the nearest creature until the end of your next turn. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. 93-94 Your size increases by one size category for the next minute.
71-72 You gain resistance to all damage for the next minute. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
16
Wild Magic Surge (Concluded)
d100
Effect d100 Effect
97-98 You are surrounded by faint, ethereal music for the next minute. 99-100 You regain all expended sorcery points.

Spell Point Variant

Instead of using spell slots, you can use the spell point variant below. This variant slightly differs from the one presented in the Dungeon Master's Guide (on pages 288-289) by allowing the caster to be able to cast the same number of 6th and 7th level spells as casters not using this variant. This variant can be used to make all casters significantly more flexible and powerful by allowing them the increased flexibility in spell use without sacrificing access to the number of high level spell slots.

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest. When you reach level 19, you can create one additional spell slot of 6th level per long rest. When you reach level 20, you can create one additional spell slot of 7th level per long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

Creating Spell Slots

Creating Spell Slots. As a free action as you cast a spell, you transform spell points into the spell slot used for the spell, provided it doesn't go against the aforementioned restrictions.

Creating Spell Points. As a bonus action on your turn, you can transform unexpended sorcery points into an equal number of spell points. You cannot create more than 7 spell points with one bonus action. The created spell points vanish at the end of a long rest.

Converting Spell Points into Sorcery Points. As a bonus action on your turn, you can expend any number of spell points and gain a number of sorcery points equal to the spell points expended.

Spell Point Cost

Spell Slot Level Spell Point Cost Sorcery Point Cost
1st 2 2
2nd 3 3
3rd 5 5
4th 6 6
5th 7 7
6th 9 -
7th 10 -
8th 11 -
9th 13 -

Spell Points by Level

Class Level Spell Points Max Spell Level
1st 4 1st
2nd 6 1st
3rd 14 2nd
4th 17 2nd
5th 27 3rd
6th 32 3rd
7th 38 4th
8th 44 4th
9th 57 5th
10th 64 5th
11th 73 6th
12th 73 6th
13th 83 7th
14th 83 7th
15th 94 8th
16th 94 8th
17th 107 9th
18th 114 9th
19th 123 9th
20th 133 9th
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Changes from Officially Published Material:

  • Spell Point Variant changed to allow casters to get a 2nd 6th and 7th level slot at the same levels as casters who just use spell slots.
  • Sorcerers are proficient in all simple weapons.
  • The sorcerer spells known, excluding origin spells, increases from 15 to 21 as they now learn 1 spell every level.
  • The Font of Magic feature has 3 additional options, I.e. the Imbuing Touch and Sorcerous Fortitude abilities from Unearthed Arcana as well as Catalyst of Magic.
  • 6 additional Metamagic options to choose from, including having the Unearthed Arcana version of Seeking Spell renamed to be Penetrating Spell and changed to cost 1 more sorcery point.
  • All sorcerer subclasses now have 10 innate spells, I.e. origin spells, that can be swapped out for other spells similar to the Aberrant Mind and Clockwork Soul sorcerers’ 1st level Psionic Spells and Clockwork Magic features respectively.
  • All sorcerer subclasses now have a feature similar, but different to the Aberrant Mind sorcerer’s 6th level Psionic Sorcery feature. However, those subclasses still need somatic and verbal components for those spells. This ability is modeled more after the Innate Spellcasting trait of creatures, allowing casters to cast their origin, i.e. innate, spells without unconsumed material components. Additionally, each of these features (except for the Divine Soul's) have a metamagic option tied to it, similar to how Psionic Sorcery has an always on subtle spell. Clockwork Soul has seeking spell, Draconic and Storm have transmuted spell, Shadow has empowered spell, and Wild Magic has careful spell. Divine Soul doesn't have a metamagic option tied in with their origin spells due to the power inherent in being able to choose any one cleric domain for their origin spells.
  • Changed the Aberrant Mind sorcerer’s Telepathic Speech feature to match the Unearthed Arcana version in terms of distance and usability, I.e. a creature can understand you provided it knows at least 1 language as opposed to having to share a language with you.
  • Kept the Aberrant Mind sorcerer’s 1st level feature, Warped Being from the Unearthed Arcana.
  • The Divine Soul sorcerer now learns Celestial at 1st level.
  • The Draconic Sorcerer now gains an innate resistance and immunity to their damage type at 6th and 18th level respectively similar to the Storm sorcerer.
  • All sorcerer subclasses now learn 1 additional Metamagic Option at levels 3, 10, and 17 as well as 1 more as part of their capstone.
  • The sorcerer now has a feature similar to Arcane Recovery, but for sorcery points.
  • A new sorcerer capstone focused more around Metamagic. The original sorcery point recovery per Short Rest remains. However, the amount is increased from 4 to 5 sorcery points.
18

Inspiration

  • The Alternate Sorcerer created by LaserLlama: https://www.reddit.com/r/UnearthedArcana/comments/ gfv5rg/the_alternate_sorcerer_become_ the_font_of_arcane/

  • The homebrewed sorcerer created by Nystagohod: https://www.reddit.com/r/dndnext/comments/ eyhn48/unearthed_arcana_subclasses_pt2_ bardclericsorcerer/fghva70/

  • The Sorcerer, Tweaked created by SwordMeow: https://www.reddit.com/r/UnearthedArcana/comments/ 6k13n4/the_sorcerer_tweaked_one_of_ my_favorite_classes/

 

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